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Old 07-08-15, 07:39 AM   #5596
redline202
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Quote:
Originally Posted by sober View Post
Just the ones in port ?
Not just the ones in ports, but yeah...those stuck DDs are even bigger issue.
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Old 07-08-15, 07:43 AM   #5597
redline202
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Quote:
Originally Posted by vdr1981 View Post
You can encounter same stuck destroyers in historical missions too...This is not campaign problem , it's AI that we deal with.

If you like, I can create single mission with random activated destroyers pretty much the same like those in the campaign.

If we manage to isolate the exact circumstances when randomly activated destroyer locks him self, then maybe we could do something to bypass this issue...

From my experience, this will happen sometimes after destroyer lose sonar/hydrophone contact but that's about it...
I agree that it is an AI issue (obviously), i respect all the hard work for OHII and for IRAI.
I have created single missions with random activated destroyers but from my results none of them got stuck like
in campaign. Also i have tested campaign and put my DDs (random spawn with waypoints) and they behaved like Captain Thomsen celebrating his new medal
In single missions i got no problem with this.
All im saying that from my testing AI behaves differently in campaign with same settings, mods, date...
It could be an issue with lost sonar/hydrophone contact...
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Old 07-08-15, 07:46 AM   #5598
vdr1981
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Quote:
Originally Posted by redline202 View Post
Also i have tested campaign and put my DDs (random spawn with waypoints) and they behaved like Captain Thomsen celebrating his new medal
In single missions i got no problem with this.
Did you use loop function with waypoints?
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Old 07-08-15, 07:52 AM   #5599
redline202
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Quote:
Originally Posted by vdr1981 View Post
Did you use loop function with waypoints?
I tried both..with loop and without loop and in a single mission both are working just fine for me.
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Old 07-08-15, 08:45 AM   #5600
vdr1981
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Quote:
Originally Posted by redline202 View Post
I tried both..with loop and without loop and in a single mission both are working just fine for me.
I used to think the same but after some extensive testing I managed to replicate the issue in single mission too...

Last edited by vdr1981; 07-08-15 at 09:00 AM.
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Old 07-08-15, 09:11 AM   #5601
redline202
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Quote:
Originally Posted by vdr1981 View Post
I used to think the same but after some extensive testing I managed to replicate the issue in single mission too...
What was your results?
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Old 07-08-15, 09:54 AM   #5602
vdr1981
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Quote:
Originally Posted by redline202 View Post
What was your results?
Pretty much the same like in the campaign, they tend to "disconnect" after some time of cat and mouse play...

And just to add more mystery...I've just tested one looping competent Tribal destroyer in single mission. On first try, everything was just fine and she even manage to kill me with DC in shallow waters...But, on 2nd try , she just lock her self up as soon as she's spotted my U-boat on the surface...
Now, this is a true Intelligent Random AI...
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Old 07-08-15, 10:16 AM   #5603
redline202
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Quote:
Originally Posted by vdr1981 View Post
Pretty much the same like in the campaign, they tend to "disconnect" after some time of cat and mouse play...

And just to add more mystery...I've just tested one looping competent Tribal destroyer in single mission. On first try, everything was just fine and she even manage to kill me with DC in shallow waters...But, on 2nd try , she just lock her self up as soon as she's spotted my U-boat on the surface...
Now, this is a true Intelligent Random AI...
Interesting...i tried with Fletcher-class destroyer from 1943 to give her hedgehog dc, and yeah...it's a joke in campaign but in a single mission it's hardcore...hmm

Last edited by redline202; 07-08-15 at 10:26 AM.
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Old 07-09-15, 07:26 PM   #5604
Oby
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Quote:
v 1.02.

Changes:

DC damage radius upped - DC previously had to be dropped with 4 metres of your sub to do damage and I was fed up with a DC run and no damage whatsoever. Now you get shaken up a tad, but nothing serious. Just enough to know they were close.
Spiral Searching now works and the DDs can re-acquire you. Not perfect yet, but getting there.
Thermal Layer changed to not have an effect.
Added proportioanl response - More DDs come to investigate if there are more escorts.


Version 1 - Escorts close distance to a contact fast, prebiously it was on 0.3 throttle. Escorts will slow to acquire a target if they have lost it.
Escorts now investigate unknown targets, so no more enemy harbour picnics.
Version 1.01 - Escorts now initiate spiral search after a contact has been lost for.
http://www.subsim.com/radioroom/showthread.php?t=165886

Try to disable IRAI for ships and enable this mod...
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Old 07-10-15, 06:51 AM   #5605
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Quote:
Originally Posted by Oby View Post
http://www.subsim.com/radioroom/showthread.php?t=165886

Try to disable IRAI for ships and enable this mod...

Thanks i'll give it a try in campaign.
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Old 07-10-15, 06:56 AM   #5606
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Quote:
Originally Posted by Oby View Post
http://www.subsim.com/radioroom/showthread.php?t=165886

Try to disable IRAI for ships and enable this mod...
This is my modified version of IRAI, all credits go to TheDarkWraith.
There are some unrealistic things here, 1 torpedo for one ship. Also i have set lost contact time to 4 minutes so you can have a chance to escape
Be sure to check single mission called Vs 2 Fletcher's. Unfortunately this doesn't work in campaign.
At first maybe it would look like it's impossible to escape from DD's but it's not.

http://www.mediafire.com/download/j2...HardcoreAI.rar
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Old 07-15-15, 08:47 AM   #5607
gap
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Now that, thanks to the fix by Rongel, air raids against ports are not an issue anymore, what about adding these scary sounds to British and German ports respectively?




We could:
  • create a simple sea unit disguised as a buoy, floating debris, etc, or anything else will go unnoticed in a port;
  • give it a max speed of 0 knots (so that it won't move even though we don't set it as a docked unit);
  • place one or two of them at docks in each port;
  • equip it with radar and visual sensors with appropriate range
  • equip it with a dummy gun with similar range, with unlimited and fast training/elevation and unlimited dummy shells;
  • set the dummy gun's muzzle flash effect to trigger the siren sound.

This is not very different from FX updates whistle sounds. Obtaining the desired effect might require some fine-tuning, but it shouldn't be impossible either.
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Old 07-15-15, 08:55 AM   #5608
Vice84
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Hello guys, i'm new of this forum! i've never liked so much sh5 compared to sh4, so i've tried to mod it to have a better game!
I have the 1.2 steam version of the game

My main issue with this mod is that i can't achieve missions goals, if i do what the mission tell me i'll get the message "objective complete return to xx base" but the mission bar in the map don't upgrade (for example as it do when in the basic game you have to reach 200.000 tons of sink and it progressively upgrade when you sink ships) and i cant get the campaign "cross" so

Sometimes i don't even see the "location of patrol icon" while i'm sailing.. icon that i see in briefing when i choose the mission before starting patrol.

Is this normal? i should just play and don't care if the game don't let me reach objective goals?


Actually i'm using these mods:

Critical hits 1.1 Torpedos
ERM
ERM paper cover
IRAI 0_0_41 by TheDarkWraith
IRAI 0_0_41_Inertia_Damage
Realistic ammo amount for AA and deck guns
Real Environment-Revision 3
stoianm pitch and roll for sh5 v1 (normal)
Mightyfine Crew Mod 1.2.1
MCCD 1.04 MFCM 1.2.1 compatible
MCCD_1.04_ITA
Open Horizons II v2.5
MQK Gradient_IO
MQK LocationMaps_io
MQK ShapeTextures_NO
Equipment Upgrades Fix v1_4 patch 1 hotfix
Equip Upgrades fix 1_4 Patch 1 AFFOE 151
Old Style Explosions V1.1
Old Style Explosions Baza_FX (DynEnv compatible)

After installing/removing any mod i've started a new campaing.

Sorry for my english

Last edited by Vice84; 07-15-15 at 09:06 AM.
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Old 07-15-15, 09:15 AM   #5609
gap
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Hi Vice84 and welcome aboard

tonnage bar not getting updated with tonnage sunk in campaign is a known problem. It is not mod-related, ai it also happens with un-modded game, and it didn't happen when the game was initially released. It simply started one or two years ago, probably due to Ubisoft replacing some files in background while online

The workaround is sticking to The Wolve of Steel or sober's mega mods, both of wich contain a workaround to this problem (they basically get rid of that bar, making the game to progress regardless of it). All of them contain Open Horizions II.
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Old 07-15-15, 09:42 AM   #5610
Vice84
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ok, i'll try to unistall all mod, the game, reinstall the game and then install this mega pack... can i add even some more mod (and then check if it's all ok) that maybe are not in this pack or it work just as a stand alone mega mod pack?

Can i use custom difficult or i have to play at 100% realism? i know it's cool, but i like to watch around with camera sometimes and keep all "mechanical" stuff like limited oxigen, fuel, battery, air, reload/repair times, dud torpedoes etc... real. :P

Thx for the quickly answer


OH edit:
i've seen the instructions of how to make a stable gameplay, so no new mods.. i'll try to enjoy this so and to follow the rule to have a great gameplay without compromise all, thx for help!

Last edited by Vice84; 07-15-15 at 09:55 AM.
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